Home » MODDING HQ 1.13 » Flugente's Magika Workshop » Pending Feature: Increased Team sizes
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Re: Pending Feature: Increased Team sizes[message #340702 is a reply to message #340133]
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Fri, 24 April 2015 21:34
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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No changes done there. There is, however, the issue that the AI sometimes stops sending a patrol somewhere if it calculates they will be wiped out immediately, which would be likely, given your high amount of militia.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Pending Feature: Increased Team sizes[message #340703 is a reply to message #340702]
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Fri, 24 April 2015 21:41
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update: New volatile release (r7834).
- Savegame compatible to 7771, 7752, 7499, 7205 and 7051 releases.
- Updated to current development trunk. Note that a few changes in the GameDir have occured since r7771, use the newest SCI.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Pending Feature: Increased Team sizes[message #340984 is a reply to message #340950]
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Thu, 14 May 2015 19:21
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update: New volatile release (r7862).
- Savegame compatible to 7834, 7771, 7752, 7499, 7205 and 7051 releases.
- Updated to current development trunk. Note that a few changes in the GameDir have occured since last time, use the newest SCI.
- Fix: CTD when loading maps with Major version 7. This error did not occur with stock 1.13 maps, but definetly in smeagol's bigmaps, and likely also in other map mods as well.
@Uriens: Could you try this exe out, and see whether UC works with it?
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Pending Feature: Increased Team sizes[message #341855 is a reply to message #329856]
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Fri, 24 July 2015 11:46
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Torne |
Messages:2
Registered:July 2015 |
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Possible to get this running on xp 32bit? would love to test it/ run it. get the not a valid win32 error on any version thats not the 6XXX version.
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Civilian
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Re: Pending Feature: Increased Team sizes[message #347392 is a reply to message #346335]
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Tue, 25 October 2016 02:16
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Update: New volatile release (r8336).
- Savegame compatible to all previous releases.
- Updated to current development trunk. Note that a quite things have happened in GameDir, and a lot of features added, since last time. As always, use the newest SCI.
- Fixed a few possible errors in lua scripts and regarding merc contract termination/renewal.
- Oddly enough, in a few cases I found code that wasn't the same as in the trunk, even though I've merged everything (this affected r7970-r7979). Not sure what went wrong there, but should now be fixed (wasn't critical anyway).
Due to popular demand, I'm also releasing a german version of this release. This is one-time-only, I don't intend to repeat this.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: Pending Feature: Increased Team sizes[message #347807 is a reply to message #347399]
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Mon, 26 December 2016 00:37
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Jakub |
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Messages:40
Registered:January 2014 |
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AIMNAS works enough as 8234 validate file . just please look :
Smaller modification in my old favor game & works & is harder a bit .
When you don't have enough money to buy ... you improvised !
It's Jagged Alliance 2 .13 A_I_M_N_A_S_ Mod version 1.13 8234 Valid beta file ...
[System Limit Settings]
;*********************************************************************************************************************** *******
; These settings control some program limits.
; Changing any of these settings AFTER starting a new campaign IS NOT RECOMMENDED.
;*********************************************************************************************************************** *******
;----------------------------------------------------------------------------------------------------------------------- -------
; This is the max number of mercs and vehicles you can recruit.
;
; PLEASE NOTE:
; Changing these settings may cause your savegames to become UNLOADABLE. Remember to change them before starting a new game!
; To load any "broken" savegames, simply revert to your original settings.
;----------------------------------------------------------------------------------------------------------------------- -------
; Player mercs, valid values 1 through 256, default is 24
MAX_NUMBER_PLAYER_MERCS = 64
; Player vehicles, valid values 2 through 20, default is 2
MAX_NUMBER_PLAYER_VEHICLES = 6
;----------------------------------------------------------------------------------------------------------------------- -------
; Use these to adjust the numbers of various sorts of "people" that can appear in the same sector in TACTICAL mode.
;----------------------------------------------------------------------------------------------------------------------- -------
; Enemies (i.e., soldiers), valid values 16 through 512, default is 32
MAX_NUMBER_ENEMIES_IN_TACTICAL = 128
; Creatures (i.e., bloodcats and crepitus), valid values 0 through 512, default is 32
MAX_NUMBER_CREATURES_IN_TACTICAL = 128
; Rebels (i.e., militia), valid values 16 through 512, default is 32
MAX_NUMBER_MILITIA_IN_TACTICAL = 128
; Civilians, valid values 16 through 512, default is 32
MAX_NUMBER_CIVS_IN_TACTICAL = 64
; increased teamsize testing only: fill up sectors with as many civilians as possible
SECTOR_FILL_UP_TEAMS = TRUE
;----------------------------------------------------------------------------------------------------------------------- -------
; DO NOT LOWER ***MAX_STRATEGIC_ENEMY_GROUP_SIZE*** BELOW 20
; This is used to determine how large a single group of enemies can be at any time, while moving on the strategic map.
; Please note that if reinforcements are allowed (ALLOW_REINFORCEMENTS=TRUE), several such groups can combine together
; for an attack. However, they will split up at the first opportunity, trying to return to no more than this size.
;----------------------------------------------------------------------------------------------------------------------- -------
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 99
;----------------------------------------------------------------------------------------------------------------------- -------
; MAX_ITEM_SIZE is the maximum item size you can use in the game. It is possible, with enough attachments that lower a weapon
; size to change the weapon size to a huge number, since 0-1 = 255. If any item with a size between 0 and MAX_WEAPON_SIZE
; is adjusted to a number bigger than MAX_ITEM_NUMBER, the item size will be 0. If the adjusted number is greater than
; MAX_WEAPON_SIZE but bigger than MAX_ITEM_NUMBER, MAX_WEAPON_SIZE will be set. Values 0-250, default is 34.
; MAX_WEAPON_SIZE is the maximum item size you want to use for weapons. All weapons will be between size 0 and MAX_WEAPON_SIZE
; regardless of attachments. Values 0-100, default is 9
; OLD_INVENTORY_ITEM_NUMBER is used for items that will not appear in NIV. Values 0-255, default is 99.
;----------------------------------------------------------------------------------------------------------------------- -------
MAX_ITEM_SIZE = 949
MAX_WEAPON_SIZE = 599
OLD_INVENTORY_ITEM_NUMBER = 1000
;----------------------------------------------------------------------------------------------------------------------- -------
; ALLOW_TARGET_HEADANDLEG_IFPRONE is an experimental switch which allows targetting/hitting head/torso/legs for
; prone targets (until now, hits were always considered on torso).
; Additionally soldiers are no longer protected from stray bullets in crouched and prone stance.
; This switch will be removed once this code change has been accepted (or deemed unacceptable).
;----------------------------------------------------------------------------------------------------------------------- -------
ALLOW_TARGET_HEADANDLEG_IFPRONE = TRUE
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Corporal
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